D is our last hope
Paulo Pinto
pjmlp at progtools.org
Mon Dec 18 13:25:39 UTC 2023
On Monday, 18 December 2023 at 10:37:20 UTC, Mike Shah wrote:
> On Monday, 18 December 2023 at 05:46:20 UTC, Walter Bright
> wrote:
>> On 12/8/2023 1:06 AM, Hors wrote:
>>> This is one of biggest mistakes in dlang's design. They tried
>>> to be "everything" (being both garbage collected and not,
>>> being both safe and unsafe system language...), it backfired
>>> because as you said, you always need to exclude some people
>>> or features.
>>
>> I often use a mix of gc and malloc in a program - they each
>> have their uses. It's sort of like using a struct or using a
>> class - they coexist fine, and you can mix and match as you
>> please.
>>
>> Rust also has both safe and unsafe code.
>
> It would be interesting to hear from AAA game devs on this
> thread regarding their thoughts on garbage collection.
>
> Unreal Engine implemented a garbage collector for their UObject
> (https://unrealcommunity.wiki/garbage-collection-36d1da) and
> the collector runs every 30-60 seconds.
>
> Many game studios implement their own STL (Or rather standard
> library, avoiding templates) in C++ for debuggability and
> creating special cases for data structures (See EASTL as an
> example).
>
> I think the major factor with D not being adopted more by AAA
> studios is legacy C and C++ codebases. Some game studios live
> title to title, so it's hard to start from scratch. Otherwise
> there may also exist other approval issues of getting LDC
> available on consoles with the Developer Kits (Again, need
> advocates to do this effectively volunteering after work to
> sell the idea).
>
> Worth also listening to Ethan Watson's talk:
> https://www.youtube.com/watch?v=7YjLW7anNfc
>
> Anyway, just a few quick thoughts.
C# took up that role, thanks to XNA, Unity, and many studios
adopting Windows Forms/WPF alongside C++/CLI for their tooling.
Capcom shipped Devil May Cry for Playstation 5 using their own
fork of .NET Core/C#, and is in the process of updating their
in-house engine to .NET 8.
D had an opportunity with Remedy, sadly it wasn't picked up by
other studios.
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